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    Item Maximization/Duplication FAQ (JIS) by Prometheusx303 / Kylain

    Version: 1.80 | Updated: 02/06/09 | Search Guide | Bookmark Guide

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    Version 1.80 - Febuary 06, 2009
    Copyright (c) 2008 Kylain and Prometheusx303
    Email: Travaton(at)gmail(d0t)com or Prometheusx302(at)gmail(d0t)com
    
    This may not be reproduced under any circumstances except for personal, private
    use. It may not be placed on any web site or otherwise distributed publicly
    without advance written permission. Use of this guide on any other web site or
    as a part of any public display is strictly prohibited, and a violation of
    copyright.
    
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    
    ONLY these Sites are allowed to host this guide:
    
      GameFAQs.com
      GameXploiter.com
      Honestgamers.com
      Neoseeker.com
      Supercheats.com
    
    This FAQ is written in Shift_JIS encoding for the JP version of Disgaea 3.
    Item names have been updated to reflect the US release, most other names, such
    as club names, specialists, etc, have not.
    
    
    ===============================================================================
    Table of Contents                                                 Search String
    ===============================================================================
    
    1. Introduction ......................................................... [001]
    2. Parts of a Maximized Item ............................................ [002]
    3. Item World Team ...................................................... [003]
    4. Maximization Procedure ............................................... [004]
    5. Item Stat Formula .................................................... [005]
    6. Items and Options .................................................... [006]
    7. Mastery Innocents .................................................... [007]
    8. Duplication .......................................................... [008]
    9. Frequently Asked QuestionZ ........................................... [009]
    10. Version History ..................................................... [010]
    11. Credits ............................................................. [011]
    
    
    ===============================================================================
    1. Introduction                                                           [001]
    ===============================================================================
    
    In previous Disgaea games, the innate stats of an item had a cap. Fortunately,
    it was so high that it was impossible to reach. Thus, you never had to worry
    about it, and you probably didn't even know it was there. Disgaea 3 is
    different in that you can reach the cap: 1,863,514. Because of this, you may
    not need to pass every stat growth bill immediately or kill every item boss, so
    we'll save you time by telling you exactly what's required. Additionally, we'll
    go over the general maximization process, strategies that make it easier, and
    then how to duplicate the items once they're completed.
    
    
    ===============================================================================
    2. Parts of a Maximized Item                                              [002]
    ===============================================================================
    
    A maximized item has four essential parts.
     - 200 item levels
     - 3 large stat growth bills passed
     - Item bosses double-killed, raid bosses killed
     - Item full of single stat-boosting innocents during boss kills
    
    
    Levels
    ~~~~~~
    
    You acquire item levels in the following ways:
    
    1) Each floor you clear or skip counts at 1 level.
    2) Each mystery room ambush you defeat in two turns or less grants +5 levels.
    3) Each level orb you collect grants bonus item levels: +5 for a green, +10 for
       a yellow, and +15 levels for a red.
    4) Each time you speak to the fortune teller he'll give you either -5, -3, +3,
       or +5 item levels.
    
    When you enter a mystery room, there are many possibilities as to what you'll
    see inside. Two are of importance to item levels: Ambushes and Fortune Tellers,
    each being able to appear as often as every other floor. To get the boost from
    an ambush, you must kill all of the monsters in two turns, or you will be
    kicked out and get nothing from it. Because of this, if you encounter an ambush
    you can't handle, you can hide almost everyone in your Base Panel, while
    throwing a sacrifice out there each turn.
    
    When you encounter a level orb on a stage, before you go to another floor, have
    a character pick it up and keep it lifted above his/her head when you finish
    the floor. If you do, when you advance to the next floor, you'll get an item
    level boost corresponding to the color of the orb. Entering a mystery room does
    not count as advancing to the next floor, so you'll unfortunately not trigger
    the level increase. If you encounter both a mystery gate and a level orb, it's
    often best to ignore the mystery gate and grab the orb.
    
    It's not terribly difficult to pick up the required 200 levels to max an item.
    First of all, you should have approximately 150 item levels by the time you
    finish floor 100 of the item. Don't concern yourself with the levels you're
    acquiring while you're on floors below 30, as level bonuses are rather rare at
    that point. After floor 30, you should start seeing level orbs from time to
    time and you will start to catch up in bonus levels quickly. If you reach floor
    70 and are significantly behind on item levels, it would be wise to start
    resetting on floors 71-79 until you get at least 10 bonus levels. Repeat with
    floors 81-89 and you'll hopefully be back in line.
    
    The remaining 50 levels are acquired from Pirate Raiding (逆界賊を行う). You
    have to have a character in the Pirate Raiding Club (逆界賊団) to open this
    option from your item world guide. In order to unlock the club you need to
    capture at least one pirate ship in item world, which is done by defeating
    all the enemies on a stage in which pirates have arrived. Once available,
    Pirate Raiding allows you to attack every 20 floors in item world in a 
    captured ship. While there, you can defeat an extra item world boss and 
    grab a level orb.
    
    Capturing the level orb can be difficult. Normally you would just pick up the
    orb and be done with it, however, on a raid, any characters not aboard your
    ship when you finish the stage are killed. As a result, you need to return the
    orb to the ship before leaving, though it's not necessary to have anyone carry
    it at that point. This usually requires at least three throws of five panels,
    if not more. Getting out to the orb and back can be difficult, particularly if
    the enemies are stronger than you. My method is as follows.
    
    1. Send a strong character with a high move and throw range toward the orb.
    2. Have that character throw the orb toward the ship. End Turn.
    3. Have that character throw the orb again toward the ship.
    4. Send out two more high move/throw characters to get it the rest of the way
       to the ship in the same turn.
    
    If you only have two turns available, you'll have to have another character
    kill the item boss. If you have three, send the strong character after him.
    Ideally you'll have the boss dead and the orb captured by the end of the turn.
    
    If all else fails, reset. You can also reset a few times to either find a
    rare red orb worth 15 levels, or if the level set up is particularly
    troublesome.
    
    
    Bills
    ~~~~~
    
    For whatever stat you're tying to maximize, you need to pass three stat growth
    increasing bills in Innocent Town. You can pass a maximum of three item bills
    in a legendary item. Due to the way they affect boss kills, it's best to pass
    them as early as possible (i.e., floors 10, 20, and 30), but depending on the
    size of the base stat, you may be able to pass them later without hurting
    anything.
    
    Note: You can only pass one bill each time you enter Innocent Town.
    
    Stat Growth Increasing Bills:
    
    .========================================.======.
    | Name                                   | Mana |
    |========================================|======|
    | HP成長率を少し上げたい                 |  200 |
    | HP成長率を上げたい                     |  800 |
    | SP成長率を少し上げたい                 |  200 |
    | SP成長率を上げたい                     |  800 |
    | ATK成長率を少し上げたい                |  200 |
    | ATK成長率を上げたい                    |  800 |
    | DEF成長率を少し上げたい                |  200 |
    | DEF成長率を上げたい                    |  800 |
    | INT成長率を少し上げたい                |  200 |
    | INT成長率を上げたい                    |  800 |
    | RES成長率を少し上げたい                |  200 |
    | RES成長率を上げたい                    |  800 |
    | HIT成長率を少し上げたい                |  200 |
    | HIT成長率を上げたい                    |  800 |
    | SPD成長率を少し上げたい                |  200 |
    | SPD成長率を上げたい                    |  800 |
    '========================================'======'
    
    The 200 mana bill increases growth by approximately half the value that the
    800 mana version does. For these items, you wouldn't want to use the 200s.
    
    Other Bills:
    
    .=====================================================.======.
    | Name                                                | Mana |
    |=====================================================|======|
    | ジャンプ補正値を上げたい                            | 1500 |
    | Increases the item's Jump Stat                      |      |
    |-----------------------------------------------------|------|
    | 移動力補正値を上げたい                              | 3000 |
    | Increases the item's MV by 1                        |      |
    |-----------------------------------------------------|------|
    | 攻撃射程を上げたい                                  | 5000 |
    | Increases the item's normal attack range by 1       |      |
    |-----------------------------------------------------|------|
    | 反撃回数を上げたい                                  | 2000 |
    | Increases the item's Counter stat by 1              |      |
    |-----------------------------------------------------|------|
    | クリティカル率を上げたい                            | 1500 |
    | Increases the item's critical hit rate              |      |
    |-----------------------------------------------------|------|
    | POP.を増やしたい                                    |  500 |
    | Increases the item's POP stat by 1                  |      |
    '====================================================='======'
    
    
    Double-Killed Item Bosses
    ~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Kill each boss one time when you first see it (on floor X0), Del (デール) out,
    return to the item, kill the boss again and finish the floor. The reason for
    this is that it's required that you complete a floor to receive the bonus from
    killing a boss. The first kill uses the floor before the item boss, and the
    second kill used the floor that the item boss itself was on.
    
    Killed Each Raid Boss
    ~~~~~~~~~~~~~~~~~~~~~
    
    On each pirate raid (floors 20, 40, 60, 80, and 100), there will be an
    additional boss, a General on the first two, a King on the second two, and
    an Item God on the last.  These just need to be killed as normal to get
    their bonus, nothing fancy involved.
    
    
    Keep the Item Full of Single Stat Innocents
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    At each boss kill, your item receives an additional bonus to its stats for each
    single stat innocent on the item, though the bonus is very small (less than
    20,000 if you concentrate on one stat). To maximize this, simply fill the item
    with single stat innocents of your choice, their level is irrelevant for this
    purpose.
    
    Be careful on floor 30. After your first item King (Floor 30 Boss) kill, the
    population will increase by 1, so you can add another innocent before you go
    back and double kill him. Then, don't forget to add the eighth and final
    innocent after the double kill is complete.
    
    
    ===============================================================================
    3. Item World Team                                                        [003]
    ===============================================================================
    
    To make your progress through item world quicker, I recommend the creation of a
    specialist team. I simply place all these characters at the bottom of the
    character list so as to make them easy to find. You'll need the following:
    
    1) Runner - Flying unit with three pairs of shoes
    
    2) Fist Wielder - A humanoid equipped with a Fist-type weapon and three pairs
       of shoes. Also, make sure he/she has the first four fist skills, as well as
       enough SP to use the most expensive one nine times.
    
    3) Throw Team - Five or more characters, each with a throw distance of at least
       five panels, and also equipped with three pairs of shoes.
    
    Classes:
     - Runner: Mothman, Masked Hero, or anyone with Asagi's Sky High Evility.
     - Fist Wielder: Martial Artists/Champloo get all the correct fist techniques.
     - Throw Team: One of the base warrior classes works well early on.
    
    As the game progresses, upgrading to leveled accelerators or similar shoes
    makes the job easier. Any item worth using can be duplicated as detailed later
    on. Feel free to switch classes for these as the game goes on; they don't need
    to be leveled and should never see the enemy take action anyway.
    
    With this team in hand, simply fly the runner to any open gate. If there's a
    gatekeeper you can't easily kill, get the fist character out there and use
    whatever fist skill that will move the gatekeeper off the portal, then send the
    runner out there. Use the throw team as necessary to speed things up or to
    pick up enemies in your path. Remember that if you pick up an enemy, allies
    can walk through the character lifting someone, which can be useful for
    getting through a wall of foes.
    
    
    Wednesday Team (水曜日チーム)
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Another helpful thing in item world; this club increases the probability that
    you'll encounter Innocent Town, making those stat growth bills easier to get.
    This is a club available either from the beginning of the game or after you
    find your first Innocent Town. For all the characters you don't have in other
    clubs, throw them here and you'll have little trouble finding Innocent Town.
    
    
    ===============================================================================
    4. Maximization Procedure                                                 [004]
    ===============================================================================
    
    Note: Have at least four Dels on hand if you don't want to take a break to go
    get more.
    
    1) Enter the item.
    2) Clear the item to the 10th floor (X0th floor when repeating this step).
    3) Kill the item boss.
    4) Use a Del.
    5) Save your game.
    6) Re-enter the item.
    7) Kill the item boss again.
    8) Leave via the exit portal.
    9) Did you reach Innocent Town?
        - If not, reset and repeat steps 6-8.
        - If yes, is the Item Assembly there?
           - If not, reset and repeat Steps 6-8.
           - If yes, pass the increase stat growth bill of your choice.
    10) Save your game.
    11) Repeat Steps 1-9 to floor 20.
    12) Repeat Steps 1-4 to floor 30.
    13) Add an additional innocent.
    14) Repeat Steps 5-9 on floor 30.
    15) Add an additional innocent.
    16) Save your game.
    17) Repeat Steps 1-7 to floor 40.
    18) Clear the floor for a Del.
    19) Save your game.
    20) Repeat Steps 17-19 for the rest of the item.
    21) Clear the Pirate Raids (anytime after you've passed all three stat bills).
    
    Check your progress on bonus levels from time to time. You'll find more level
    orbs the deeper you get.
    
    
    ===============================================================================
    5. Item Stat Formula                                                      [005]
    ===============================================================================
    
    The Item Stat Formula is a bit complicated, due to the fact that there are tons
    of variables involved. You don't really have to understand it; we just put it
    here for those who would care.
    
    We're working on a JavaScript-based web calculator that should be up by April.
    We'll post a link to it then. In the meantime, the best we can give you is
    some simplified formulas (besides the main formula).
    
    
    .---------.
    | FORMULA |
    '---------'
    
    [B * (R + s * [C + N]) + I] * [1 + 0.05 * (TBP)] * [1 + L / 15] + [L * s]
    
    
    .-------------.
    | FORMULA KEY |
    '-------------'
    
    B = Base Stat of Item = (InitialStat / R)
    
    R = Rarity:
         - if item is Normal: R = 1.00
         - if item is Rare: R = 1.25
         - if item is Legendary: R = 1.50
    
    s = Conditional Multiplier:
         - if B > 0: s = 1
         - if B = 0 [And] TBP > 0: s = 1
         - if B = 0 [And] TBP = 0: s = 0
         - if B < 0: s = -1
    
    C = Boss Counter (incremented per kill; max = 3.9):
         - each General kill: +0.1
         - each King kill: +0.2
         - each God kill: +0.3
    
    N = Bill Modifier for Bosses (incremented per kill; max = 2.14):
         - each General kill: +[0.01 * CBP]
         - each King kill: +[0.02 * CBP]
         - each God kill: +[0.03 * CBP]
    
    CBP = [Current # of Small Stat Growth Bills Passed]
        + [2 * Current # of Large Stat Growth Bills Passed]
          This includes stat growth bills passed right after a kill.
    
    I = Innocent Counter (incremented per innocent present during each kill;
        logical max = 894):
         - each General kill: +3 per innocent present
         - each King kill: +6 per innocent present
         - each God kill: +9 per innocent present
    
    TBP = [Total # of Small Stat Growth Bills Passed]
        + [2 * Total # of Large Stat Growth Bills Passed]
    
    L = Level of Item
    
    
    .---------------------.
    | SIMPLIFIED FORMULAS |
    '---------------------'
    
    These formulas assume that only High Stat up bills were passed, the item has
    200 levels, that all item Bosses were double killed, and that, where
    applicable, the item was full of the maximum number of single stat Innocents
    during all Boss kills.
    
    Each first formula is for when B is positive. The second formula is for when B
    is negative. To remove specialists, just take out the "+894" part of the
    formula.
    
    ALL Bills Passed + Specialists
    [B * (7.54) + 894] * [559] / [30] + [200]
    [B * (-4.54) + 894] * [559] / [30] - [200]
    
    
    FIRST and SECOND Bills Passed + Specialists
    [B * (6.88) + 894] * [17.2] + [200]
    [B * (-3.88) + 894] * [17.2] - [200]
    
    FIRST and THIRD Bills Passed + Specialists
    [B * (6.82) + 894] * [17.2] + [200]
    [B * (-3.82) + 894] * [17.2] - [200]
    
    SECOND and THIRD Bills Passed + Specialists
    [B * (6.78) + 894] * [17.2] + [200]
    [B * (-3.78) + 894] * [17.2] - [200]
    
    
    FIRST Bill Passed + Specialists
    [B * (6.16) + 894] * [473 / 30] + [200]
    [B * (-3.16) + 894] * [473 / 30] - [200]
    
    SECOND Bill Passed + Specialists
    [B * (6.12) + 894] * [473 / 30] + [200]
    [B * (-3.12) + 894] * [473 / 30] - [200]
    
    THIRD Bill Passed + Specialists
    [B * (6.06) + 894] * [473 / 30] + [200]
    [B * (-3.06) + 894] * [473 / 30] - [200]
    
    
    NO Bills Passed + Specialists
    [B * (5.40) + 894] * [43 / 3] + [200]
    [B * (-2.40) + 894] * [43 / 3] - [200]
    
    NO Bills Passed - Specialists
    [B] * [77.4] + [200]
    [B] * [-34.4] + [200]
    
    
    .----------.
    | Stat Cap |
    '----------'
    
    As mentioned in the Introduction, there's a stat cap. In truth, the cap varies
    depending on how many stat growth bills you've passed. This is because the cap
    takes effect before the item level and stat growth bill modifiers are applied,
    which is this part of the formula.
    
    [B * (R + s * [C + N]) + I]
    
    It caps at 99,999. Below are the possible caps corresponding to the value of
    TBP, assuming that the item level modifier is maxed.
    
      TBP = 0: 1,433,519
      TBP = 1: 1,505,184
      TBP = 2: 1,576,850
      TBP = 3: 1,648,516
      TBP = 4: 1,720,182
      TBP = 5: 1,791,848
      TBP = 6: 1,863,514
    
    
    .------------------.
    | Specialist Boost |
    '------------------'
    
    The specialist boost varies, depending on the number of Bills passed. The
    following values assume High Stat up bills, 200 item levels, all item Bosses
    double killed, and also that you had the maximum number of single stat
    Innocents inside the item during all Boss kills. These are already included in
    the simplified formulas, but if you remove it, you'll have to add it back
    manually, after the initial calculation is done.
    
     Zero (0) bills: 12,814
      One (1) bill : 14,095
      Two (2) bills: 15,376
    Three (3) bills: 16,658
    
    
    ===============================================================================
    6. Items and Options                                                      [006]
    ===============================================================================
    
                                    .============.
                                    | DISCLAIMER |
    .==============================='============'================================.
    | At this time this guide was written, wiki information was still in at least |
    | some flux, the key stats are correct, though the minor stats may be in the  |
    |    wrong places. Drop either of us an email if something comes up wrong.    |
    '============================================================================='
    
    To reach the cap of 1,863,514; all items must have three large stat bills
    passed, but depending on the size of the item's base stat, you may not have to
    pass them as early as possible, so we'll let you know the situation with each
    of the items listed in this section.
    
    The Innocent Boost, although small (12,814), is still significant. You won't
    need it to maximize any particular stat, so you can pretty much put it on
    whichever stat you please.
    
    -------------------------------------------------------------------------------
    
    Baal Sword (バールソード) - Sword (Rank 40)
    
    You can pass the ATK growth bills whenever you want.
    
    .======================================.======================================.
    | Base Stats                           | Leveled Stats                        |
    | HP    0           SP    2,000        | HP    0           SP    155,000      |
    | ATK   22,500      DEF   2,000        | ATK   1,863,514   DEF   155,000      |
    | INT   8,000       RES   0            | INT   619,400     RES   0            |
    | HIT   2,000       SPD   2,000        | HIT   155,000     SPD   155,000      |
    '======================================'======================================'
    .========.=========.==========.======================.
    | MV: +1 | JM: +12 | Range: 2 | Critical Chance: 15% |
    '========'========='=========='======================'
    
    -------------------------------------------------------------------------------
    
    Flare Phoenix (フレアフェニックス) - Spear (Rank 40)
    
    You can pass the ATK growth bills whenever you want.
    
    .======================================.======================================.
    | Base Stats                           | Leveled Stats                        |
    | HP    3,000       SP    2,000        | HP    232,400     SP    155,000      |
    | ATK   22,500      DEF   4,500        | ATK   1,863,514   DEF   348,500      |
    | INT   1,200       RES   2,400        | INT   93,080      RES   185,960      |
    | HIT   2,000       SPD   1,800        | HIT   155,000     SPD   139,520      |
    '======================================'======================================'
    .========.=========.==========.======================.
    | MV: +1 | JM: +24 | Range: 3 | Critical Chance: 20% |
    '========'========='=========='======================'
    
    -------------------------------------------------------------------------------
    
    Cosmo Infinity (コスモインフィニティ) - Fist (Rank 40)
    
    The Cosmo Infinity's highest stats are ATK and SPD. Fists deal damage based off
    both, so what you want is the highest possible average between them. If you
    pass one bill for one stat and two for the other, the average between them will
    actually be 20,059 higher than if you focused on just one. An explanation of
    this is found in the FAQ section.
    
    SPD is recommended because it also increases your chance to dodge an attack,
    which is especially important late game.
    
    If the character you are using has Specials that use primarily ATK, it might be
    wise to use the two bills on ATK instead. If you do so, just switch the ATK and
    SPD values shown below to mimic what you'd get.
    
    It does not matter when the Bills are passed.
    
    .======================================.======================================.
    | Base Stats                           | Leveled Stats                        |
    | HP    5,000       SP    2,000        | HP    387,200     SP    155,000      |
    | ATK   18,000      DEF   1,000        | ATK   1,576,850   DEF   77,600       |
    | INT   1,000       RES   1,800        | INT   77,600      RES   139,520      |
    | HIT   2,000       SPD   18,000       | HIT   155,000     SPD   1,720,182    |
    '======================================'======================================'
    .=============.========.=========.==========.======================.
    | Counter: +2 | MV: +2 | JM: +24 | Range: 2 | Critical Chance: 30% |
    '============='========'========='=========='======================'
    
    -------------------------------------------------------------------------------
    
    Radiance (レイディアント) - Bow (Rank 40)
    
    The Radiance's highest stats are ATK and HIT. Bows deal damage based off both,
    so, as with the Cosmo Infinity, what you want is the highest possible average
    between them. Unlike the Cosmo Infinity, the average is higher if you use all
    the bills on the same stat. An explanation of this is found in the FAQ section.
    
    HIT is recommended because it also increases your chance to hit an enemy with
    an attack, which is especially important late game where you'll encounter
    enemies with silly-high SPD.
    
    If the character you are using has Specials that use primarily ATK, it might be
    wise to use the bills on ATK instead. If you do so, just switch the ATK and HIT
    values shown below to mimic what you'd get.
    
    One bill MUST be passed on floor 10, but the others can be passed anywhere from
    floor 20 to 40 (i.e., floors 20 and 30, floors 30 and 40, or floors 20 and 40).
    
    .======================================.======================================.
    | Base Stats                           | Leveled Stats                        |
    | HP    1,600       SP    900          | HP    124,040     SP    69,860       |
    | ATK   13,500      DEF   1,200        | ATK   1,045,100   DEF   93,080       |
    | INT   800         RES   2,000        | INT   62,120      RES   155,000      |
    | HIT   13,500      SPD   1,500        | HIT   1,863,514   SPD   116,300      |
    '======================================'======================================'
    .========.=========.==========.======================.
    | MV: +1 | JM: +16 | Range: 5 | Critical Chance: 30% |
    '========'========='=========='======================'
    
    Ideally, you should put the Innocent Boost on the stat for which you aren't
    using any bills, making it 1,057,914.
    
    -------------------------------------------------------------------------------
    
    Invincible (インヴィンシブル) - Gun (Rank 40)
    
    The Invincible's highest stats are HIT and SPD. Guns deal damage based off
    both, so what you want is the highest possible average between them. As with
    the Radiant, it's best to pass all three bills on the same stat.
    
    SPD is recommended over HIT because survival is much more important than
    accuracy, especially given the minimum 80% hit rate from behind a target. If
    this doesn't suit your needs, then max HIT instead.
    
    If the character you are using has Specials that use primarily HIT, it might be
    wise to pass the bills for HIT instead. If you do so, just switch the HIT and
    SPD values shown below to mimic what you'd get.
    
    One bill MUST be passed on floor 10, but the others can be passed anywhere from
    floor 20 to 40 (i.e., floors 20 and 30, floors 30 and 40, or floors 20 and 40).
    
    .======================================.======================================.
    | Base Stats                           | Leveled Stats                        |
    | HP    1,000       SP    1,200        | HP    77,600      SP    93,080       |
    | ATK   0           DEF   1,000        | ATK   0           DEF   77,600       |
    | INT   800         RES   1,400        | INT   62,120      RES   108,560      |
    | HIT   13,500      SPD   13,500       | HIT   1,045,100   SPD   1,863,514    |
    '======================================'======================================'
    .========.=========.==========.======================.
    | MV: +1 | JM:  +8 | Range: 7 | Critical Chance:  10%|
    '========'========='=========='======================'
    
    Ideally, you should put the Innocent Boost on the stat for which you aren't
    using any bills, making it 1,057,914.
    
    -------------------------------------------------------------------------------
    
    Grand Madness (グランマッドネス) - Axe (Rank 40)
    
    The Grand Madness has a TON of ATK, so it does not matter when you pass the ATK
    growth bills, just that you do. If all you care about is maximizing ATK, you
    technically don't have to even kill all the item Bosses, but you should if you
    want the other stats to reach their full potential.
    
    Also, don't worry about the negative SPD stat, after Floor 60 (excluding
    raids), it should have already become positive, although small. Negative stats
    can, in fact, end up being larger than some positive stats of small value.
    
    .======================================.======================================.
    | Base Stats                           | Leveled Stats                        |
    | HP    2,000       SP    800          | HP    155,000     SP    62,120       |
    | ATK   27,000      DEF   1,200        | ATK   1,863,514   DEF   93,080       |
    | INT   500         RES   800          | INT   38,900      RES   62,120       |
    | HIT   500         SPD   -4,500       | HIT   38,900      SPD   154,600      |
    '======================================'======================================'
    .========.=========.==========.======================.
    | MV: +1 | JM: +12 | Range: 2 | Critical Chance: 40% |
    '========'========='=========='======================'
    
    -------------------------------------------------------------------------------
    
    Key of Scion (キーオブザイオン) - Staff (Rank 40)
    
    You can pass the INT growth bills whenever you want.
    
    .======================================.======================================.
    | Base Stats                           | Leveled Stats                        |
    | HP    800         SP    1,200        | HP    62,120      SP    93,080       |
    | ATK   9,000       DEF   500          | ATK   696,800     DEF   38,900       |
    | INT   18,000      RES   1,800        | INT   1,863,514   RES   139,520      |
    | HIT   1,400       SPD   1,000        | HIT   108,560     SPD   77,600       |
    '======================================'======================================'
    .========.=========.==========.======================.
    | MV: +1 | JM: +12 | Range: 2 | Critical Chance: 25% |
    '========'========='=========='======================'
    
    -------------------------------------------------------------------------------
    
    Baal Body (バールボディ) - Monster Weapon (Rank 40)
    
    You can pass the ATK growth bills whenever you want.
    
    .======================================.======================================.
    | Base Stats                           | Leveled Stats                        |
    | HP    1,600       SP    800          | HP    124,040     SP    62,120       |
    | ATK   22,500      DEF   1,000        | ATK   1,863,514   DEF   77,600       |
    | INT   600         RES   900          | INT   46,640      RES   69,860       |
    | HIT   9,000       SPD   1,000        | HIT   696,800     SPD   77,600       |
    '======================================'======================================'
    .========.=========.==========.======================.
    | MV: +1 | JM: +12 | Range: 1 | Critical Chance: 35% |
    '========'========='=========='======================'
    
    -------------------------------------------------------------------------------
    
    Bahamut Notes (バハムートノート) - Magical Monster Weapon (Rank 40)
    
    You can pass the INT growth bills whenever you want.
    
    .======================================.======================================.
    | Base Stats                           | Leveled Stats                        |
    | HP    800         SP    1,200        | HP    62,120      SP    93,080       |
    | ATK   18,000      DEF   600          | ATK   1,393,400   DEF   46,640       |
    | INT   18,000      RES   2,000        | INT   1,863,514   RES   155,000      |
    | HIT   1,400       SPD   800          | HIT   108,560     SPD   62,120       |
    '======================================'======================================'
    .========.=========.==========.======================.
    | MV: +1 | JM: +10 | Range: 1 | Critical Chance: 15% |
    '========'========='=========='======================'
    
    -------------------------------------------------------------------------------
    
    Anti-Matter Field (反物質フィールド) - Armor (Rank 40)
    
    The Anti-Matter Field's highest stat is DEF, but that stat isn't terribly
    useful as you'll still die in one hit in the Land of Carnage most of the time
    anyway. Because of this, the Anti-Matter Field doesn't seem like a very useful
    item. If stats are your concern, go with the Trapezohedron. The following stats
    are acquired assuming that no stats were maximized, but if you want to maximize
    DEF, two bills must be passed on floors 10 and 20, while the other can be
    passed on floor 30 or 40.
    
    .======================================.======================================.
    | Base Stats                           | Leveled Stats                        |
    | HP    1,600       SP    900          | HP    124,040     SP    69,860       |
    | ATK   1,000       DEF   13,500       | ATK   77,600      DEF   1,045,100    |
    | INT   1,000       RES   2,000        | INT   77,600      RES   155,000      |
    | HIT   1,000       SPD   1,000        | HIT   77,600      SPD   77,600       |
    '======================================'======================================'
    .========.=========.
    | MV: +1 | JM: +18 |
    '========'========='
    
    -------------------------------------------------------------------------------
    
    Trapezohedron (トラペゾヘドロン) - Emblem (Rank 40)
    
    The stat bonuses on this item are flat out better than those of the Anti-Matter
    Field, with the exception of DEF. So, this would be what you'd use for armor in
    a max stat build.
    
    .======================================.======================================.
    | Base Stats                           | Leveled Stats                        |
    | HP    9,000       SP    4,500        | HP    696,800     SP    348,500      |
    | ATK   4,500       DEF   4,500        | ATK   348,500     DEF   348,500      |
    | INT   4,500       RES   4,500        | INT   348,500     RES   348,500      |
    | HIT   4,500       SPD   4,500        | HIT   348,500     SPD   348,500      |
    '======================================'======================================'
    
    If you used all three bills on one of the other stats, it would be 632,429
    (1,264,658 for HP). If you used the Innocent Boost on the same stat, it would
    be 16,658 more.
    
    If you don't want to use your bills on stats, you can boost the item's MV
    instead. But, you can still use the Innocent Boost (12,814) on any of the other
    stats.
    
    
    ===============================================================================
    7. Mastery Innocents                                                      [007]
    ===============================================================================
    
    Mastery Innocents are a new type of innocent added in Disgaea 3. Only one can
    be used in any given item, and it must match the type of the item. There's one
    for each type of weapon, including monster weapons, and one for armor. The
    other seven slots on your equipment can be used for anything, but don't forget
    your Critical-Ya, as making every hit critical gives a larger boost than nearly
    any stat increase.
    
    Mastery Innocents are found only on Pirate Raids, as mentioned above. In this
    case, you'll be using an item with at least one empty innocent slot to allow
    the capture of a mastery innocent. No matter what item you use, in the Land of
    Carnage or not, mastery innocents are only found at level 2 (subdued). The
    highest level you can capture them is level 4, either from throwing them back
    to your ship for capture, or killing them on an 'Innocent Boost' panel.
    Simply reset the raid until you get the mastery innocent you're concerned
    about.
    
    You can level one of these guys up to 500. Each level multiplies the stats on
    an item by 1% when it's equipped, so it can give a significant stat boost on
    powerful items.
    
    After reading the above, you might note that it sounds like it would take an
    absurdly long time to level one of these guys to 500 (about 25 items worth of
    raids for example). This can be solved using duplication, detailed below. If
    you object to that, Mike Underhill reminds us that the use of Teachers
    (available as a rare innocent on legendary items) can be used to level the
    mastery innocents somewhat quickly. They raise the level of the innocent by 5%
    each time they trigger (random chance based on the Teacher's level whenever you
    enter an innocent town), but their minimum is two. Thusly you could run through
    items with just the Teacher and your mastery innocent as the only inhabitants,
    and level the mastery innocent by a minimum of 20 each item (assuming you hit
    an innocent town every ten floors). It'll go faster after you've got the
    mastery innocent up over level 100 or so, but the duplication method is
    generally much faster, although your milage may vary.
    
    v2.00 changes
    ~~~~~~~~~~~~~
    
    These have been slightly altered in the US version.  In the JP version it was
    required that you have a Guard Mastery-Ya on each of your pieces of armor, and
    a Weapon Mastery-Ya of the appropriate type on your weapon.  In the US it
    would appear that this has been simplified somewhat, as the Guard Mastery-Ya
    now applies to the piece of armor it's on and the armor below it.
    
    Presumably the same would apply to the weapon guy, but that isn't really
    important.
    
    So throw those guys on your weapons now, it works better.
    
    
    ===============================================================================
    8. Duplication                                                            [008]
    ===============================================================================
    
    The duping method all hinges on the item 'Puppy Paw Stick' (肉球スティック -
    a joke weapon axe) and its unique innocent 'Cat Burglar'. This item is
    acquired from either finishing the 10 Gentlemen series of post-game battles,
    where you're rewarded with a legendary one after the last fight, or from
    stealing one from either Octally's (Axel's/Akutare's) post game battle or the
    gardening pirates.
    
    Regardless of how you obtain it, its effects are the same. Each time you kill
    an enemy with this axe equipped, regardless of the method, there is a roughly
    20% chance you'll steal a random item from the enemy. Of particular note, this
    works on dropout clones of your characters that you encounter in the Academy
    World. Furthermore, by stealing items from yourself, the item is duplicated,
    complete with innocents remaining subdued for easy combination to obscene
    levels quickly.
    
    
    Efficient Method of Duplication - JP Version
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Take an item with a large number of innocent slots that you want more of, such
    as an Accelerator (leveled ones are good), suits of armor, or perhaps a good
    weapon, and equip it with any innocents you want doubled. Then throw a
    character in the Class Duty Officer Club (学級界係) and go complete any given
    stage three or four times. The afro-prinny should arrive. Next, visit the
    homeroom and create an easy to identify character that can equip your item;
    good-for-nothing is fine. Then equip the item on this character and save your
    game.
    
    Next, visit the Academy world of that character for any selection, it doesn't
    matter if they don't have the Mana to purchase the upgrade. Check each stage
    for the dropout clones of your character, either visually or by checking the
    bottom of the character roster, and then use a ranged weapon to kill the
    gatekeeper and advance a stage. Given that your opponents are level 1, this
    should be a quick process. Each time you see your dropout clone, get the
    character with the paw stick to kill him. If you don't manage to get a
    duplicate item by floor 10, reset your game; it's a bit quicker than resetting
    this process again.
    
    If you are successful in creating one or more duplicates, finish the Academy
    World, remove the item from your sacrifice character, and delete him or her.
    Then start combining the innocents off the original and the duplicate(s) and
    repeat.
    
    I was averaging somewhere over one duplicate item per ten minutes this way. In
    particular this makes getting mastery innocents, Exp innocents, and powerful
    stat innocents fairly easy.
    
    Note that if you're powerful enough, this is still fairly easy in the Land of
    Carnage, and the enemies have a chance to have legendary rank 39 items
    equipped. Two-birds-with-one-stone and whatnot.
    
    US v2.00 version
    ~~~~~~~~~~~~~~~~
    
    This process has had much of the pain excised in the US version.  Now each
    floor in Class World will have a dropout clone on it, no questions asked.  
    As such, it's much easier to force at least one dupe per run, given 12 chances.
    
    Those 12 come from each dropout on floors 1-10, an extra on 9 when you enter
    the mystery portal (the first dropout on 9 isn't "checked", but it's still
    there), and an extra on 10 when you enter the optional portal there.  Though
    when you've got all the legendary skills you care about, it might be worthwhile
    to drop that last one, as it takes far longer than any other floor.
    
    With that change, it's also now much more efficient to increase a character's
    aptitudes, so there's little reason to create a character to do your duping
    with; instead you should use whatever character you want to power up,
    reincarnating if necessary to get the levels manageable.
    
    Just as a benchmark, I was averaging 2 dupes per run, which is something on
    the order of 1 dupe per 3 minutes.  Much better than the JP version.  I still
    do occasionally get runs with no dupes whatsoever, so don't panic, it happens.
    
    Occasionally you'll get those runs where you get seven dupes...
    
    
    
    ===============================================================================
    9. Frequently Asked QuestionZ                                             [009]
    ===============================================================================
    
    [Q] - For the Cosmo Infinity (ATK & SPD), you say to pass 2 Bills for one stat
          and 1 Bill for the other stat. For the Radiant (ATK & HIT) and Invincible
          (HIT & SPD), you say to pass all 3 Bills for a single stat and none for
          the other. Why is this?
    
    [A] - The Cosmo Infinity's two main Base Stats (ATK & SPD) are higher (18,000)
          than the Base Stats of the Radiant and Invincible (13,500). Because of
          this, the Cosmo Infinity's main stats have a much easier time of reaching
          the stat cap(s) than do the Radiant and Invincible.
    
       1) For the Cosmo Infinity, when 3 Bills are passed for one of the two main
          stats, that stat reaches a value of 1,863,514 (3 Bill cap), and the other
          stat reaches a value of 1,393,400 (0 Bill cap). The important value (used
          for damage) is the average. The average of those two values is 1,628,457.
    
       2) Instead, when 2 Bills are passed for one of the two main stats, that stat
          reaches a value of 1,720,182 (2 Bill cap), and the other stat (1 Bill
          passed) reaches a value of 1,576,850 (1 Bill cap). The average of those
          two values is 1,648,516.
    
       3) When you compare the averages of both Bill arrangements, the second Bill
          arrangement (2 Bills and 1 Bill) has a value 20,059 points higher, as
          shown here.
    
             (Second) - (First)
            1,648,516 - 1,628,457 = 20,059
    
          While this does tell us what's good for the Cosmo Infinity, how does that
          explain why we shouldn't do the same for the Radiant and Invincible? This
          is where those Base Stats come in.
    
       1) For the Radiant and Invincible, when 3 Bills are passed for one of the
          two main stats, that stat reaches 1,863,514 (3 Bill cap), and the other
          stat reaches a value of 1,045,100 (less than the 0 Bill cap). Due to the
          lower stat not reaching the 0 Bill cap, we're going to add the 0 Bill
          Innocent Boost (12,814) to it, which makes it reach 1,057,914. The
          average of that value and the value of the higher stat is 1,460,714.
    
       2) Instead, when 2 Bills are passed for one of the two main stats, that stat
          reaches a value 1,597,736. Due to it not reaching the 2 Bill cap
          (1,719,982), we're going to add the 2 Bill Innocent Boost (15,376), which
          then makes the stat have a value of 1,613,112. The other main stat
          (1 Bill passed; no Innocent Boost) will have a value of 1,285,814. The
          average of that value and the value of the higher stat is 1,449,463.
    
       3) When you compare the averages of both Bill arrangements, the first Bill
          arrangement (3 Bills and 0 Bills) has a value 11,251 points higher, as
          shown here.
    
              (First) - (Second)
            1,460,714 - 1,449,463 = 11,251
    
          Although the differences aren't very significant, you're not really
          "maximizing" if you don't do it this way, and the guide would be failing
          it's main purpose otherwise.
    
    
    [Q] - Does it matter on which stat I use the Innocent Boost?
    
    [A] - Yes, it does. First of all, don't use it on a stat that's going to reach
          the cap, or it will just be wasted. Second, if you have a stat that is
          being boosted by Bills, the Bills will give a little bonus to the
          Innocent Boost, so that's where you would want to use it. Otherwise, it
          doesn't really matter except for your preferences.
    
    
    [Q] - Why don't you split up the Innocent Boost across multiple stats?
    
    [A] - Honestly, the Innocent Boost is so insignificant that it really doesn't
          matter. It's generally frowned upon, but when the stats you'd like to
          boost aren't involved with Bills, it's okay to split it up, although
          one stat is usually preferred.
    
    
    ===============================================================================
    10. Version History                                                       [010]
    ===============================================================================
    
    Version 1.00 -----> Guide first submitted.
    05/6/08
    
    Version 1.50 -----> Fixed a bunch of mathification errors.
    07/07/08
    
    Version 1.70 -----> Added FAQ section to help explain one of the Item Options
    11/24/08            discussed in the guide. Fixed some errors.
    
    Version 1.80 -----> Added v2.00 discussion.  Updated critical hit chances on
    02/04/09            the majority of the weapons, updated throw team details.
    
    
    ===============================================================================
    11. Credits                                                               [011]
    ===============================================================================
    
    Thanks to GameFAQs and other sites for hosting this guide. Thanks to the
    Disgaea 3 GameFAQs board for helping with translation on certain items in the
    guide, and for being patient.
    
    Thanks to JungleJim for help with deciphering how the cap on item stats works.

    FAQ Display Options: Printable Version